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authorPeter Kohaut2018-03-10 13:25:39 +0100
committerPeter Kohaut2018-03-10 13:32:06 +0100
commit3bec5a7f9dcb0035f221cd001ff0b27a1a11c0a4 (patch)
treecae401e4e29cc30061ea67b3fd6315a7ac332ee1 /engines/bladerunner/script/ai
parentaaee8772500ab3727dfcff724b5cd6b491d98476 (diff)
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BLADERUNNER: Added Guzzo actor
Added "pos" console command
Diffstat (limited to 'engines/bladerunner/script/ai')
-rw-r--r--engines/bladerunner/script/ai/guzza.cpp931
-rw-r--r--engines/bladerunner/script/ai/insect_dealer.cpp2
2 files changed, 932 insertions, 1 deletions
diff --git a/engines/bladerunner/script/ai/guzza.cpp b/engines/bladerunner/script/ai/guzza.cpp
new file mode 100644
index 0000000000..0f99fa8a46
--- /dev/null
+++ b/engines/bladerunner/script/ai/guzza.cpp
@@ -0,0 +1,931 @@
+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "bladerunner/script/ai_script.h"
+
+namespace BladeRunner {
+
+AIScriptGuzza::AIScriptGuzza(BladeRunnerEngine *vm) : AIScriptBase(vm) {
+ _frameDelta = 0;
+ _counter = 0;
+ _state = 0;
+ _flag = false;
+}
+
+void AIScriptGuzza::Initialize() {
+ _animationFrame = 0;
+ _animationState = 0;
+ _animationStateNext = 0;
+ _animationNext = 0;
+ _frameDelta = 1;
+ _counter = 0;
+ _state = 0;
+ _flag = false;
+}
+
+bool AIScriptGuzza::Update() {
+ if (Global_Variable_Query(kVariableChapter) == 2) {
+ if (!Game_Flag_Query(462)) {
+ Game_Flag_Set(462);
+ Actor_Put_In_Set(kActorGuzza, kSetFreeSlotC);
+ Actor_Set_At_Waypoint(kActorGuzza, 35, 0);
+ Actor_Set_Goal_Number(kActorGuzza, 100);
+ return true;
+ }
+ if (Actor_Query_Goal_Number(kActorGuzza) != 101 && !Game_Flag_Query(463) && Game_Flag_Query(464)) {
+ Game_Flag_Set(463);
+ Actor_Set_Goal_Number(kActorGuzza, 103);
+ return true;
+ }
+ }
+ return false;
+}
+
+void AIScriptGuzza::TimerExpired(int timer) {
+ //return false;
+}
+
+void AIScriptGuzza::CompletedMovementTrack() {
+ switch (Actor_Query_Goal_Number(kActorGuzza)) {
+ case 100:
+ Actor_Set_Goal_Number(kActorGuzza, 102);
+ // return true;
+ break;
+ case 102:
+ if (Random_Query(1, 2) == 1) {
+ Actor_Set_Goal_Number(kActorGuzza, 101);
+ } else {
+ Actor_Set_Goal_Number(kActorGuzza, 104);
+ }
+ // return true;
+ break;
+ case 103:
+ Actor_Set_Goal_Number(kActorGuzza, 100);
+ // return true;
+ break;
+ case 105:
+ Actor_Set_Goal_Number(kActorGuzza, 100);
+ // return true;
+ break;
+ }
+ // return false;
+}
+
+void AIScriptGuzza::ReceivedClue(int clueId, int fromActorId) {
+ //return false;
+}
+
+void AIScriptGuzza::ClickedByPlayer() {
+ if (Global_Variable_Query(kVariableChapter) == 2 && Game_Flag_Query(462) == 1) {
+ Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
+ if (Actor_Query_Friendliness_To_Other(kActorGordo, kActorMcCoy) < 48) {
+ Actor_Says(kActorMcCoy, 3970, 13);
+ Actor_Says(kActorGuzza, 780, -1);
+ }
+ //TODO: test this, seems like a bug in game
+ if (Random_Query(1, 4) == 1) {
+ AI_Movement_Track_Pause(4);
+ Actor_Says(kActorMcCoy, 4005, 15);
+ Actor_Says(kActorGuzza, 780, -1);
+ AI_Movement_Track_Unpause(kActorGuzza);
+ } else if (Random_Query(1, 4) == 2) {
+ AI_Movement_Track_Pause(4);
+ Actor_Says(kActorMcCoy, 3970, 14);
+ Actor_Says(kActorGuzza, 780, -1);
+ AI_Movement_Track_Unpause(kActorGuzza);
+ } else if (Random_Query(1, 4) == 3) {
+ Actor_Says(kActorMcCoy, 3970, 16);
+ } else if (Random_Query(1, 4) == 4) {
+ Actor_Says(kActorMcCoy, 3970, 13);
+ }
+ }
+ // return false;
+}
+
+void AIScriptGuzza::EnteredScene(int sceneId) {
+ // return false;
+}
+
+void AIScriptGuzza::OtherAgentEnteredThisScene(int otherActorId) {
+ // return false;
+}
+
+void AIScriptGuzza::OtherAgentExitedThisScene(int otherActorId) {
+ // return false;
+}
+
+void AIScriptGuzza::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
+ // return false;
+}
+
+void AIScriptGuzza::ShotAtAndMissed() {
+ if (Actor_Query_Goal_Number(kActorGuzza) == 301) {
+ Actor_Change_Animation_Mode(kActorGuzza, 22);
+ Actor_Set_Goal_Number(kActorGuzza, 304);
+ }
+ // return false;
+}
+
+bool AIScriptGuzza::ShotAtAndHit() {
+ if (Actor_Query_Goal_Number(kActorGuzza) == 301) {
+ Actor_Change_Animation_Mode(kActorGuzza, 22);
+ Actor_Set_Goal_Number(kActorGuzza, 303);
+ }
+ return false;
+}
+
+void AIScriptGuzza::Retired(int byActorId) {
+ Actor_Set_Goal_Number(kActorGuzza, 599);
+ // return false;
+}
+
+int AIScriptGuzza::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
+ return 0;
+}
+
+bool AIScriptGuzza::GoalChanged(int currentGoalNumber, int newGoalNumber) {
+ switch (newGoalNumber) {
+ case 100:
+ AI_Movement_Track_Flush(kActorGuzza);
+ AI_Movement_Track_Append_With_Facing(kActorGuzza, 263, 0, 150);
+ AI_Movement_Track_Append_With_Facing(kActorGuzza, 263, 5, 150);
+ AI_Movement_Track_Append(kActorGuzza, 35, 90);
+ AI_Movement_Track_Repeat(kActorGuzza);
+ return true;
+ case 101:
+ AI_Movement_Track_Flush(kActorGuzza);
+ AI_Movement_Track_Append(kActorGuzza, 258, 0);
+ AI_Movement_Track_Append(kActorGuzza, 260, 8);
+ AI_Movement_Track_Append(kActorGuzza, 261, 5);
+ AI_Movement_Track_Append(kActorGuzza, 262, 0);
+ AI_Movement_Track_Repeat(kActorGuzza);
+ return true;
+ case 102:
+ AI_Movement_Track_Flush(kActorGuzza);
+ AI_Movement_Track_Flush(kActorGuzza);
+ AI_Movement_Track_Append_With_Facing(kActorGuzza, 263, 600, 150);
+ AI_Movement_Track_Repeat(kActorGuzza);
+ return true;
+ case 103:
+ AI_Movement_Track_Flush(kActorGuzza);
+ AI_Movement_Track_Append(kActorGuzza, 258, 0);
+ AI_Movement_Track_Append(kActorGuzza, 259, 1);
+ AI_Movement_Track_Append(kActorGuzza, 258, 0);
+ AI_Movement_Track_Repeat(kActorGuzza);
+ return true;
+ case 104:
+ AI_Movement_Track_Flush(kActorGuzza);
+ AI_Movement_Track_Append(kActorGuzza, 34, 60);
+ AI_Movement_Track_Repeat(kActorGuzza);
+ return true;
+ case 105:
+ AI_Movement_Track_Flush(kActorGuzza);
+ AI_Movement_Track_Append(kActorGuzza, 39, 120);
+ AI_Movement_Track_Repeat(kActorGuzza);
+ return true;
+ case 201:
+ Actor_Change_Animation_Mode(kActorGuzza, 53);
+ _animationState = 1;
+ _animationFrame = 0;
+ Actor_Put_In_Set(kActorGuzza, kSetNR03);
+ Actor_Set_At_XYZ(kActorGuzza, -229.0f, -70.19f, -469.0f, 400);
+ return true;
+ case 300:
+ Actor_Put_In_Set(kActorGuzza, kSetUG18);
+ Actor_Set_At_XYZ(kActorGuzza, 10.79f, 0.0f, -354.17f, 400);
+ Actor_Change_Animation_Mode(kActorGuzza, kAnimationModeIdle);
+ return true;
+ case 301:
+ Actor_Set_Targetable(kActorGuzza, true);
+ return true;
+ case 302:
+ case 303:
+ case 304:
+ Actor_Set_Targetable(kActorGuzza, false);
+ return true;
+ case 305:
+ case 306:
+ case 307:
+ case 390:
+ return true;
+ }
+ return false;
+}
+
+bool AIScriptGuzza::UpdateAnimation(int *animation, int *frame) {
+ switch (_animationState) {
+ case 0:
+ switch (_state) {
+ case 0:
+ *animation = 197;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(197)) {
+ _animationFrame = 0;
+ if (Random_Query(0, 5) == 0) {
+ _state = Random_Query(1, 2);
+ }
+ }
+ break;
+ case 1:
+ *animation = 198;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(198)) {
+ *animation = 197;
+ _animationFrame = 0;
+ _state = 0;
+ }
+ break;
+ case 2:
+ *animation = 199;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(199)) {
+ *animation = 197;
+ _animationFrame = 0;
+ _state = 0;
+ }
+ break;
+ }
+ break;
+ case 1:
+ switch (_state) {
+ case 0:
+ *animation = 189;
+ if (_counter) {
+ _counter--;
+ if (Random_Query(0, 6) == 0) {
+ _frameDelta = -_frameDelta;
+ }
+ } else {
+ _animationFrame += _frameDelta;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
+ _animationFrame = 0;
+ if (Random_Query(0, 2) == 0) {
+ _state = 2 * Random_Query(0, 1);
+ }
+ }
+ if (_animationFrame < 0) {
+ _animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
+ }
+ _counter = Random_Query(0, 1);
+ if (_animationFrame == 2 || _animationFrame == 15) {
+ _counter = Random_Query(5, 12);
+ }
+ if (_animationFrame == 8) {
+ _counter = Random_Query(3, 7);
+ }
+ }
+ break;
+ case 1:
+ *animation = 190;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(190)) {
+ *animation = 189;
+ _animationFrame = 0;
+ _state = 0;
+ }
+ break;
+ case 2:
+ *animation = 191;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(191)) {
+ if (Random_Query(0, 2) == 0) {
+ *animation = 189;
+ _animationFrame = 0;
+ _state = 0;
+ } else {
+ *animation = 190;
+ _animationFrame = 0;
+ _state = 1;
+ }
+ }
+ break;
+ }
+ break;
+ case 2:
+ if (_state == 0) {
+ *animation = _animationNext;
+ _animationFrame = 0;
+ _animationState = _animationStateNext;
+ } else {
+ if (_state == 1) {
+ *animation = 198;
+ } else if (_state == 2) {
+ *animation = 199;
+ }
+ _animationFrame += 2;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
+ *animation = _animationNext;
+ _animationFrame = 0;
+ _animationState = _animationStateNext;
+ }
+ }
+ break;
+ case 3:
+ switch (_state) {
+ case 0:
+ *animation = 189;
+ break;
+ case 1:
+ *animation = 190;
+ break;
+ case 2:
+ *animation = 191;
+ break;
+ }
+ _animationFrame += 4;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
+ *animation = _animationNext;
+ _animationFrame = 0;
+ _animationState = _animationStateNext;
+ }
+ break;
+ case 4:
+ *animation = 185;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(185)) {
+ _animationFrame = 0;
+ }
+ break;
+ case 5:
+ *animation = 186;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(186)) {
+ _animationFrame = 0;
+ }
+ break;
+ case 6:
+ *animation = 176;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(176)) {
+ _animationFrame = 0;
+ }
+ break;
+ case 7:
+ *animation = 177;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(177)) {
+ _animationFrame = 0;
+ }
+ break;
+ case 8:
+ *animation = 181;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(181)) {
+ _animationFrame = 0;
+ }
+ break;
+ case 9:
+ *animation = 187;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(187)) {
+ _animationFrame = 0;
+ }
+ break;
+ case 10:
+ *animation = 188;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(188)) {
+ _animationFrame = 0;
+ }
+ break;
+ case 11:
+ if (_animationFrame == 0 && _flag) {
+ *animation = 197;
+ _animationState = 0;
+ _flag = false;
+ _state = 0;
+ _counter = 0;
+ _frameDelta = 1;
+ } else {
+ *animation = 201;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(201)) {
+ _animationFrame = 0;
+ }
+ }
+ break;
+ case 12:
+ *animation = 202;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(202)) {
+ *animation = 201;
+ _animationFrame = 0;
+ _animationState = 11;
+ }
+ break;
+ case 13:
+ *animation = 203;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(203)) {
+ *animation = 201;
+ _animationFrame = 0;
+ _animationState = 11;
+ }
+ break;
+ case 14:
+ *animation = 204;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(204)) {
+ *animation = 201;
+ _animationFrame = 0;
+ _animationState = 11;
+ }
+ break;
+ case 15:
+ *animation = 205;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(205)) {
+ *animation = 201;
+ _animationFrame = 0;
+ _animationState = 11;
+ }
+ break;
+ case 16:
+ *animation = 206;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(206)) {
+ *animation = 201;
+ _animationFrame = 0;
+ _animationState = 11;
+ }
+ break;
+ case 17:
+ if (_animationFrame == 0 && _flag) {
+ *animation = 189;
+ _animationState = 1;
+ _flag = false;
+ Actor_Change_Animation_Mode(kActorGuzza, 53);
+ _state = 0;
+ _counter = 0;
+ _frameDelta = 1;
+ } else {
+ *animation = 192;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(192)) {
+ _animationFrame = 0;
+ }
+ }
+ break;
+ case 18:
+ *animation = 193;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(193)) {
+ *animation = 192;
+ _animationFrame = 0;
+ _animationState = 17;
+ }
+ break;
+ case 19:
+ *animation = 194;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(194)) {
+ *animation = 192;
+ _animationState = 17;
+ _animationFrame = 0;
+ }
+ break;
+ case 20:
+ *animation = 195;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(195)) {
+ *animation = 192;
+ _animationFrame = 0;
+ _animationState = 17;
+ }
+ break;
+ case 21:
+ *animation = 196;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(196)) {
+ *animation = 192;
+ _animationFrame = 0;
+ _animationState = 17;
+ }
+ break;
+ case 22:
+ if (_animationFrame == 0 && _flag) {
+ *animation = 172;
+ _animationState = 24;
+ _flag = false;
+ Actor_Change_Animation_Mode(kActorGuzza, 4);
+ _state = 0;
+ _counter = 0;
+ _frameDelta = 1;
+ } else {
+ *animation = 179;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(179)) {
+ _animationFrame = 0;
+ }
+ }
+ break;
+ case 23:
+ if (_animationFrame == 0 && _flag) {
+ *animation = 172;
+ _animationState = 24;
+ _flag = false;
+ Actor_Change_Animation_Mode(kActorGuzza, kAnimationModeCombatIdle);
+ _state = 0;
+ _counter = 0;
+ _frameDelta = 1;
+ } else {
+ *animation = 180;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(180)) {
+ _animationFrame = 0;
+ }
+ }
+ break;
+ case 24:
+ *animation = 172;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(172)) {
+ _animationFrame = 0;
+ }
+ break;
+ case 25:
+ *animation = 173;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(173)) {
+ _animationFrame = 0;
+ }
+ break;
+ case 26:
+ *animation = 174;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(174)) {
+ *animation = 172;
+ _animationFrame = 0;
+ _animationState = 24;
+ Actor_Change_Animation_Mode(kActorGuzza, kAnimationModeCombatIdle);
+ }
+ break;
+ case 27:
+ *animation = 175;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(175)) {
+ *animation = 172;
+ _animationFrame = 0;
+ _animationState = 24;
+ Actor_Change_Animation_Mode(kActorGuzza, kAnimationModeCombatIdle);
+ }
+ break;
+ case 29:
+ *animation = 182;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(182)) {
+ *animation = 172;
+ _animationFrame = 0;
+ _animationState = 24;
+ }
+ break;
+ case 30:
+ *animation = 183;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(183)) {
+ *animation = 197;
+ _animationFrame = 0;
+ _animationState = 0;
+ }
+ break;
+ case 31:
+ *animation = 184;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(184)) {
+ *animation = 172;
+ _animationFrame = 0;
+ _animationState = 24;
+ Actor_Change_Animation_Mode(kActorGuzza, kAnimationModeCombatIdle);
+ }
+ break;
+ case 32:
+ *animation = 200;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(200)) {
+ *animation = 197;
+ _animationFrame = 0;
+ _animationState = 0;
+ Actor_Change_Animation_Mode(kActorGuzza, kAnimationModeIdle);
+ }
+ break;
+ case 33:
+ *animation = 207;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(207)) {
+ _animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
+ float x, y, z;
+ Actor_Query_XYZ(kActorGuzza, &x, &y, &z);
+ // TODO: test
+ if (-180.0f <= y) {
+ y -= 15.0f;
+ x += 6.0f;
+ z -= 12.0f;
+ Actor_Set_At_XYZ(kActorGuzza, x, y, z, 729);
+ } else {
+ _animationState = 34;
+ }
+ }
+ break;
+ case 34:
+ *animation = 207;
+ _animationFrame = Slice_Animation_Query_Number_Of_Frames(207) - 1;
+ break;
+ default:
+ *animation = 399;
+ break;
+ }
+ *frame = _animationFrame;
+ return true;
+}
+
+bool AIScriptGuzza::ChangeAnimationMode(int mode) {
+ switch (mode) {
+ case kAnimationModeIdle:
+ switch (_animationState) {
+ case 0:
+ case 30:
+ case 32:
+ case 33:
+ break;
+ case 6:
+ case 7:
+ _animationState = 24;
+ _animationFrame = 0;
+ break;
+ case 11:
+ case 12:
+ case 13:
+ case 14:
+ case 15:
+ case 16:
+ case 17:
+ case 18:
+ case 19:
+ case 20:
+ case 21:
+ case 22:
+ case 23:
+ _flag = true;
+ break;
+ case 24:
+ case 31:
+ _animationState = 30;
+ _animationFrame = 0;
+ break;
+ default:
+ _animationState = 0;
+ _animationFrame = 0;
+ _state = 0;
+ _counter = 0;
+ _frameDelta = 1;
+ break;
+ }
+ break;
+ case kAnimationModeWalk:
+ _animationState = 4;
+ _animationFrame = 0;
+ break;
+ case kAnimationModeRun:
+ _animationState = 5;
+ _animationFrame = 0;
+ break;
+ case kAnimationModeTalk:
+ if (_animationState) {
+ _animationState = 11;
+ _animationFrame = 0;
+ _flag = false;
+ } else {
+ _animationState = 2;
+ _animationFrame = 0;
+ _animationStateNext = 11;
+ _animationNext = 201;
+ }
+ break;
+ case kAnimationModeCombatIdle:
+ if (_animationState == 0) {
+ _animationState = 29;
+ _animationFrame = 0;
+ } else if (_animationState != 24 && _animationState != 29) {
+ _animationState = 24;
+ _animationFrame = 0;
+ }
+ break;
+ case kAnimationModeCombatShoot:
+ _animationState = 31;
+ _animationFrame = 0;
+ break;
+ case kAnimationModeCombatWalk:
+ _animationState = 6;
+ _animationFrame = 0;
+ break;
+ case kAnimationModeCombatRun:
+ _animationState = 7;
+ _animationFrame = 0;
+ break;
+ case 12:
+ if (_animationState) {
+ _animationState = 12;
+ _animationFrame = 0;
+ _flag = false;
+ } else {
+ _animationState = 2;
+ _animationFrame = 0;
+ _animationStateNext = 12;
+ _animationNext = 202;
+ }
+ break;
+ case 13:
+ if (_animationState) {
+ _animationState = 13;
+ _animationFrame = 0;
+ _flag = false;
+ } else {
+ _animationState = 2;
+ _animationFrame = 0;
+ _animationStateNext = 13;
+ _animationNext = 203;
+ }
+ break;
+ case 14:
+ if (_animationState) {
+ _animationState = 14;
+ _animationFrame = 0;
+ _flag = false;
+ } else {
+ _animationState = 2;
+ _animationFrame = 0;
+ _animationStateNext = 14;
+ _animationNext = 204;
+ }
+ break;
+ case 15:
+ if (_animationState) {
+ _animationState = 15;
+ _animationFrame = 0;
+ _flag = false;
+ } else {
+ _animationState = 2;
+ _animationFrame = 0;
+ _animationStateNext = 15;
+ _animationNext = 205;
+ }
+ break;
+ case 16:
+ if (_animationState) {
+ _animationState = 16;
+ _animationFrame = 0;
+ _flag = false;
+ } else {
+ _animationState = 2;
+ _animationFrame = 0;
+ _animationStateNext = 16;
+ _animationNext = 206;
+ }
+ break;
+ case 22:
+ if (Random_Query(0, 1)) {
+ _animationState = 26;
+ } else {
+ _animationState = 27;
+ }
+ _animationFrame = 0;
+ break;
+ case 23:
+ _animationState = 32;
+ _animationFrame = 0;
+ break;
+ case 30:
+ if (_animationState == 1) {
+ _animationState = 3;
+ _animationStateNext = 17;
+ _animationNext = 192;
+ } else {
+ _animationState = 17;
+ _animationFrame = 0;
+ _flag = false;
+ }
+ break;
+ case 31:
+ if (_animationState == 1) {
+ _animationState = 3;
+ _animationStateNext = 18;
+ _animationNext = 193;
+ } else {
+ _animationState = 18;
+ _animationFrame = 0;
+ _flag = false;
+ }
+ break;
+ case 32:
+ if (_animationState == 1) {
+ _animationState = 3;
+ _animationStateNext = 19;
+ _animationNext = 194;
+ } else {
+ _animationState = 19;
+ _animationFrame = 0;
+ _flag = false;
+ }
+ break;
+ case 33:
+ if (_animationState == 1) {
+ _animationState = 3;
+ _animationStateNext = 20;
+ _animationNext = 195;
+ } else {
+ _animationState = 20;
+ _animationFrame = 0;
+ _flag = false;
+ }
+ break;
+ case 34:
+ if (_animationState == 1) {
+ _animationState = 3;
+ _animationStateNext = 21;
+ _animationNext = 196;
+ } else {
+ _animationState = 21;
+ _animationFrame = 0;
+ _flag = false;
+ }
+ break;
+ case kAnimationModeWalkUp:
+ _animationState = 9;
+ _animationFrame = 0;
+ break;
+ case kAnimationModeWalkDown:
+ _animationState = 10;
+ _animationFrame = 0;
+ break;
+ case 48:
+ _animationState = 28;
+ _animationFrame = 0;
+ break;
+ case 53:
+ _animationState = 1;
+ _animationFrame = 0;
+ break;
+ case 58:
+ _animationState = 22;
+ _animationFrame = 0;
+ _flag = false;
+ break;
+ case 59:
+ _animationState = 23;
+ _animationFrame = 0;
+ _flag = false;
+ break;
+ case 61:
+ _animationState = 33;
+ _animationFrame = 0;
+ break;
+ }
+ return true;
+}
+
+void AIScriptGuzza::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
+ *animationState = _animationState;
+ *animationFrame = _animationFrame;
+ *animationStateNext = _animationStateNext;
+ *animationNext = _animationNext;
+}
+
+void AIScriptGuzza::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
+ _animationState = animationState;
+ _animationFrame = animationFrame;
+ _animationStateNext = animationStateNext;
+ _animationNext = animationNext;
+}
+
+bool AIScriptGuzza::ReachedMovementTrackWaypoint(int waypointId) {
+ if (waypointId == 263) {
+ _animationFrame = 0;
+ _animationState = 1;
+ return false;
+ }
+ return true;
+}
+
+void AIScriptGuzza::FledCombat() {
+ // return false;
+}
+
+} // End of namespace BladeRunner
diff --git a/engines/bladerunner/script/ai/insect_dealer.cpp b/engines/bladerunner/script/ai/insect_dealer.cpp
index 07ac64e675..db957f99e3 100644
--- a/engines/bladerunner/script/ai/insect_dealer.cpp
+++ b/engines/bladerunner/script/ai/insect_dealer.cpp
@@ -160,7 +160,7 @@ bool AIScriptInsectDealer::UpdateAnimation(int *animation, int *frame) {
}
break;
case 2:
- // TEST: nothing? actor will stuck
+ // TODO: test... actor will be stuck
break;
}
break;